001 package net.minecraft.src;
002
003 import cpw.mods.fml.common.Side;
004 import cpw.mods.fml.common.asm.SideOnly;
005 import java.util.Random;
006 import org.lwjgl.opengl.GL11;
007
008 @SideOnly(Side.CLIENT)
009 public class ModelGhast extends ModelBase
010 {
011 ModelRenderer body;
012 ModelRenderer[] tentacles = new ModelRenderer[9];
013
014 public ModelGhast()
015 {
016 byte var1 = -16;
017 this.body = new ModelRenderer(this, 0, 0);
018 this.body.addBox(-8.0F, -8.0F, -8.0F, 16, 16, 16);
019 this.body.rotationPointY += (float)(24 + var1);
020 Random var2 = new Random(1660L);
021
022 for (int var3 = 0; var3 < this.tentacles.length; ++var3)
023 {
024 this.tentacles[var3] = new ModelRenderer(this, 0, 0);
025 float var4 = (((float)(var3 % 3) - (float)(var3 / 3 % 2) * 0.5F + 0.25F) / 2.0F * 2.0F - 1.0F) * 5.0F;
026 float var5 = ((float)(var3 / 3) / 2.0F * 2.0F - 1.0F) * 5.0F;
027 int var6 = var2.nextInt(7) + 8;
028 this.tentacles[var3].addBox(-1.0F, 0.0F, -1.0F, 2, var6, 2);
029 this.tentacles[var3].rotationPointX = var4;
030 this.tentacles[var3].rotationPointZ = var5;
031 this.tentacles[var3].rotationPointY = (float)(31 + var1);
032 }
033 }
034
035 /**
036 * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
037 * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
038 * "far" arms and legs can swing at most.
039 */
040 public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6)
041 {
042 for (int var7 = 0; var7 < this.tentacles.length; ++var7)
043 {
044 this.tentacles[var7].rotateAngleX = 0.2F * MathHelper.sin(par3 * 0.3F + (float)var7) + 0.4F;
045 }
046 }
047
048 /**
049 * Sets the models various rotation angles then renders the model.
050 */
051 public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7)
052 {
053 this.setRotationAngles(par2, par3, par4, par5, par6, par7);
054 GL11.glPushMatrix();
055 GL11.glTranslatef(0.0F, 0.6F, 0.0F);
056 this.body.render(par7);
057 ModelRenderer[] var8 = this.tentacles;
058 int var9 = var8.length;
059
060 for (int var10 = 0; var10 < var9; ++var10)
061 {
062 ModelRenderer var11 = var8[var10];
063 var11.render(par7);
064 }
065
066 GL11.glPopMatrix();
067 }
068 }